Unreal Engine 4.26 Preview

Is this glass shader going to be part of 4.26?

"

  • Fullbody IK Node (Experimental). For users who need to procedurally modify character poses at runtime, the Fullbody IK solver has been added. Based on Jacobian Pseduoinverse Damped Least Squares, the Fullbody IK Control Rig node has additional properties for controlling stiffness, bone limits, pole vectors, and other solver parameters."

really intrigued on how this going to Affect or improve the system for those of use that have created Fullbody IK setups for VR

As far as I know, that example has always used Physx by default. Due to the fact that Chaos hasn’t existed until now. Remember that the template is intended for general use, and isn’t exclusive to 4.26.

Is MobileHDR a requirement for these new features? Cause “Pixel projected reflections” kinda sounds it needs some kind of gbuffer data, and that only works afaik with MobileHDR but would be awesome if not and LDR projects could make use of it.
Same question for the “Ground-Truth Ambient Occlusion” . (?)

We have sub-stepping in our current project and after checking out 4.26, everything breaks and falls apart in ridiculous ways; I’d love to upgrade to 4.26 for the blueprint features, but won’t be able to due to Chaos being default (which has no parity with PhysX). I feel Chaos might be premature to be the default physics engine for production.

Same here; I reported numerous ISM / collision issues for 4.25, which I hoped would be fixed in 4.26, but haven’t received any feedback. Really discouraging to work on a clean example project and writing up a proper reproduction if the report is ignored anyways.

They took chaos as engine default in 4.26, which switched that template over as well and broke it is what I meant. Just a day or so ago they fixed up some engine issues with running with physx enabled again in 4.26 to allow that project to enable physx again and get running.

I assume this is a stop gap until the chaos vehicles are out of experimental and that project is updated.

How do I set up the Direct Link connection in Revit with a UE4 scene? I have a UE4 scene open, and when I go to the direct link connection in Revit, it just says “No connection found.” How do I point it to the UE4 project?

If you are interested I have a couple of tutorials on YouTube about setting up and debugging Chaos vehicles: https://www.youtube.com/c/marcoghislanzoni

Hey guys, is there any official thread for sharing experience with GPU-Lightmass Plugin 4.26 (beta)?

I already tried out some stuff and wanted to let you know: (right now using preview 4)
Had some issues with skylight and realized that it’s only calculated when I change some skylight settings while baking (in preview mode; f.ex. lighting intensity +0.1). This even works when I don’t activate virtual textures at all.
Which brings me to my second experience: Previewing is nice to have but I can only make sure that I got good FPS and no artifacts when I disable virtual textures (I got a big scene). Maybe you know if there’s another solution with better virtual texture settings?
Still I have lots of crashes and errors I don’t know a lot about, but I thought it might be useful to kind of share these things with you!

Im using RTX 2080 TI.

Does this fix available in Preview 4 or currently only in source builds?

Alembic Streaming was mentioned in the highlights video (https://youtu.be/OchRhhRaE5s?t=1333). I’ve enabled it in the plugins menu, but how do I actually use it? I get the usual import dialogue when I try to import alembic files…

Is anyone else having issue on linux with water plugin? The included water material is not visible. Also volumetric clouds are not working.

On linux volumetrics plugin’s sample map has lot of artifacts (had it since the plugin was introduced)

The collision doesn’t work. Hair falls into the floor and meshes. You can’t pull the pigtails!

I’ve been playing with distance fields and landscape and noticed that a landscape by itself won’t contribute to the global distance field. You have to have at least one static mesh in the scene with “affect distance field lighting” enabled for the landscape to contribute. In other words:

  1. Scene with 1 landscape and 1 static mesh, landscape set to contribute to DF lighting and static mesh set to not contribute, no DF representation and the Visualize Global Distance Field view mode doesn’t work. Sampling the DF in a debug material on the static mesh returns 0.

  2. Scene with 1 landscape and 2 static meshes, landscape set to contribute to DF, 1 static mesh to contribute, 1 static mesh set to not contribute, DF representation looks correct and the Visualize mode looks correct. Sampling the DF in my debug material looks as expected.

Yes, same for me. Imported my alembic hair cache, tried viewing it in the editor and it crashes everytime.

If your .uproject has:



{
"Name": "ChaosClothEditor",
"Enabled": false
},
{
"Name": "ChaosCloth",
"Enabled": false
},


Skeletal meshes will fail in OnRegister here:



[void USkeletalMeshComponent::OnRegister()]

...

UClothingSimulationFactory* const DefaultObject = ClothingSimulationFactory->GetDefaultObject<UClothingSimulationFactory>();


It crashes even if you don’t use cloth anywhere. Maybe it isn’t a bug if the old default was removed and you are required to have at least one active, but just pointing it out in case anyone is google searching why this broke for them starting with 4.26.

Two problems so far:

  • Translucent surfaces are only showing reflection captures in the left eye in VR when Instanced Stereo is enabled.
  • Decals only show up in one eye in VR regardless of if Instanced Stereo is disabled.

edit: submitted bug report, Case # 00260004

The updater is stuck on queue’d, how can I get it to actually update? Nothing else is downloading, canecelling and restarting the launcher, etc… none of that works. Is there a cache I need to delete? Never had this happen before. Thanks!

Does VR editor mode work for you at all? Since preview 4 my screen just goes black when trying editor in VR mdoe

EDIT:
I also had disabled instanced stereo due to translucent objects visible only in one eye(set it up like this in preview 3)
Now I re-enabled instanced stereo for the project in preview 4 to see if anything changed but now the project won’t even start, giving me this nice fatal error :slight_smile:

using rift S, rtx2070 and ryzen 2700

Am I the only one who get blank map running at ~40 fps in editor on 4.26 (no matter which preview version) and ~180fps on 4.25?